Jump to content

Recommended Posts

@brave Do exactly what Nicke told you

 

 

 

@pikakapi Im not giving support for external scripts issues

 

I just have tested and if you have more than 4 dead party members, the game over doesnt come up, thanks for pointing it out because im about to release the 'Fantastic Pearl ABS Patch' which include a lot of great features like the weapon icon for user and the projectile, also i have fixed the Self switch issue and a lot of minor bug fixes.

 

 

Stay alert for the next patch update

=DDDDDDDDDDDDDDDDDDDDDDDD

When? When? When?

 

Who is Awesome? Falco is!

By the way if you don't mind make it Icon for tools in general.not just weapons (i.e skills and armors).

 

i BEEN WAITING FOR WEAPON ICONS FOR MONTHES !

Edited by Sievnn

Share this post


Link to post
Share on other sites

@ Nicke and Falcao

 

Thank you both, that worked perfectly!

 

Any thought on getting the HUD to display above the darkness caused by Khas Awesome Lighting Effects?

Share this post


Link to post
Share on other sites

@Brave: You will need to mess with the z property in either Khas script or this one.

Share this post


Link to post
Share on other sites

- I`m sorry i have putted this question in a wrong forum. But this is my question....

 

@Sir falcao maybe this comment must not go here but, is there a possible to make a summon skill auto attack enemies...

Example: i created a summon servant that allows the summoned skill to approach enemies and attack??

Share this post


Link to post
Share on other sites

Holy crap an ABS where the ally A.I. isn't as dumb as dirt?   Falcao you are  a battle scripting genius, right up there with Gubid.   This system is both awesome and easy to use cya sideview battlesystem!

Edited by vivi21
  • Like 1

Share this post


Link to post
Share on other sites
- I`m sorry i have putted this question in a wrong forum. But this is my question....

 

@Sir falcao maybe this comment must not go here but, is there a possible to make a summon skill auto attack enemies...

Example: i created a summon servant that allows the summoned skill to approach enemies and attack??

 

Its possible but using eventing in the common event.

 

 

@Falco

 

You = Awesome.

Share this post


Link to post
Share on other sites

I worked today on some objects I found more relevant for using a hookshot on. A half circle attached to a block.

 

post-18572-0-46305300-1359225412_thumb.png

 

I also made an animated bush wich contains a swinging apple (slightly animated) for my own project I didnt want to have

potions and magic water to be found in bushes, But apples can be found, it's more realistic so after cutting it down an

apple drops (100% chance) from the bush and restores about 100 HP!

 

post-18572-0-75627500-1359225476_thumb.png

 

Enjoy!

Share this post


Link to post
Share on other sites

@pinoyXbalot Yes you can create summons to attack enemies, see how i did the summon servant in the demo but instead of a benefical skill use damage skills obviously.

 

@compass very nice additions

 

@mrkeenad explain that better

Share this post


Link to post
Share on other sites

@CompassNL: Using a script call with the following code:

PearlSkillBar.show
PearlBars.show

Or to hide it...

PearlSkillBar.hide
PearlBars.hide

Share this post


Link to post
Share on other sites

Good day! 

 

First of all, this is an awesome script! Thanks for putting this thing up!

 

I don't think it is necessary, but when I set the second weapon combo sequence 'Tool Animation When' to hit, it doesn't show an animation to its target. Is it a bug or is it a misconfiguration?

 

This is an awesome battle system and thanks in advance.

 

Regards, 

veinhardt.nightshade

 

EDIT: Umm, I only want to show the animation if it will hit a target, not when the action pose is ended.

Edited by veinhardt.nightshade

Share this post


Link to post
Share on other sites

Hello.
Congratulations for your script, this battle system is awesome.
But there is one problem which make that I prefer XAS.
I think there is a big lack of flexibility in the actions.
The blows of sword for example is effective only on one cell. ( By default)
In fact, the managements for areas is : cell by cell, starting from an epicenter.
So, it's difficult to create real area for some weapons. (ex: sword)
On Xas for sword blows there is an area of effect says' Frontsquare', which allows more flexibility.
I think you should inspire you :)
And maybe allow player to create complicated area.

mini_130128011256684170.png

Good luck.

Share this post


Link to post
Share on other sites

I dont like too much the comparisons, xas is a great action battle system, im not surprised if some peoples do prefer XAS than Pearl ABS.

 

I didnt put too much effort  to the Aoe, i did it but simple (as you said) and thats not mean the abs it is no flexible, (I think Universal tools and graphics for characters and enemies are more than enough to prove the flexibility)

Edited by Falcao

Share this post


Link to post
Share on other sites

Ok I understand.
I find, however, that it's not very flexible with weapons only, since we must find a perfect distance between you and the monsters.
What it may be, your script is excellent and can be better than could Xas if you will don't ignore these things. :)

(It is only my opinion. Not too picky people like me will love it.)

Have a nice evening / day.

Edited by lecode

Share this post


Link to post
Share on other sites
Ok I understand.

I find, however, that it's not very flexible with weapons only, since we must find a perfect distance between you and the monsters.

What it may be, your script is excellent and can be better than could Xas if you will don't ignore these things. :)

(It is only my opinion. Not too picky people like me will love it.)

Have a nice evening / day.

 

I dont know what you mean with perfect distance between player and enemies, Every tools are represented by a Projectile character, if the tool is moving the area too (obviously)

 

Here my cheap area code, look at this image representing an area made with a weapon, for me it is good as it is

 

hnwa_zps77d9c35c.gif

Edited by Falcao

Share this post


Link to post
Share on other sites

Yes, I already tried, but the problem, with a size 2, monster can also be hitting behind.
Not perfect, or I missed something.

Share this post


Link to post
Share on other sites

There is a 

 

Tool Effect Delay = x

You set the tool to make effect when it is right in the front

Share this post


Link to post
Share on other sites

Ho :o Nice,

I will eventually use the script.
I should be able to do something good with it.
Thank you :)

Edited by lecode

Share this post


Link to post
Share on other sites

XAS is no match for this plus its very hard to use and has no party mode.

Share this post


Link to post
Share on other sites

@veinhardt.nightshade Make sure your tool destroy delay is not too low, you dont want the tool to be destroyed before the animation is played

Share this post


Link to post
Share on other sites
how do i change the keys to numbers?

 

Look at the top of 'Pearl Battler setting' script and change the input values to  N0, N1, N2 etc

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

×
Top ArrowTop Arrow Highlighted